Bards are amazing when played well! It’s easy to get the first 60% value out of a bard just by melody boxing them, but the sky’s the limit and when that named from across the zone gets woven and pulled without a train it’s a work of art.
Really interesting take on a tier list, and I think for the most part (if not completely), I agree. I'm currently maining a Paladin on Oakwynd and everyone always tells me how important my role is, and yet I don't really *feel* that important. At the time of this writing, the current era is GoD, and most of what I do is engage a boss with DA up, position it, and then do mediocre-bad damage while I spam heals throughout the fight. There's some nuance there, but raiding doesn't really FEEL much different than that for me. So, the raid leader loves to praise Paladins and says they're so good and so important, but I feel like I don't really do very much, lol. But hey, maybe the few things I actually DO do, are important for raid success. It's a fairly satisfying class. It's my first time maining one since day1/classic, and overall I'd say I've enjoyed it.
Having played Monk, Rogue, Magician, Bard, and Warrior as mains through out different iterations of the game, live, TLPs, P99, etc. Rogue on P99 had the ability to be up in the second tier for sure. Corpse dragging still a thing, Sneak Pulling (p99 solo pull trick), no automation on DPS and still very high DPS before the caster reworks happened later on live. Really depends on where you're playing the game and the era.
Good info. A little discouraging to us newbies who are trying learn the the game and the esoteric language of yoi EQ veterans, but good info. Thank you. 😊
Very unique take on a Class Tier List.. I have never played EQ before, so I am by default in the Perma-Lost category, but then again, I am a serious Mythic/Ultimate raider in other MMOs, so I am curious how would that work out as a combination. More and more am I curious to play this game.
Really interesting take on the tier list and I enjoyed watching it a lot, thanks. It's interesting that there's almost a bell curve going on. What class would you recommend for someone who works rotating shifts and is guaranteed to have raid attendance in the 40% ballpark, who has never raided past Kunark, who would have to find a guild to join, but who was a pretty high level raider in other games in the distant past? I'm trying to balance being able to have low responsibility since I won't be at half the raids and I don't know anything from Luclin on, with being desirable enough to want to bring to both groups and raids and invite to a guild in the first place. I'm considering a necromancer for the next TLP as I can just be a filler DPS class who won't pull agro and can solo when I'm not able to find a group or raid. I like to think I'd be able to learn the things I need to do to excel in that role as you mentioned in the video. I'm also thinking about the other extreme, a cleric, so that people really want to bring me but I'm concerned that my low attendance will make me superfluous in raids because they can't rely on having me so they'll need another healer anyway. I'd really appreciate your insight.
Hey man, honestly I'd go in a different direction with your thought process. I'd be looking at classes that are highly desirable in groups so that during your limited playtime you will be able to get in groups fast and get going, but at the same time is not a lynchpin raid class/role like you mentioned (cleric/tank). Keep in mind that soloing these days is really bad exp/hr versus getting a group even in a sub-optimal location. I would say look at Enchanter, Shaman, Monk, Ranger. All of these classes have high skill caps, are super desirable in groups, and can perform multiple roles, BUT your raid isn't gonna miss you all that much if you aren't there. Enc is highly coveted in groups for charm DPS until Omens of War, not to mention the buffs and CC sprinkled on top. Shamans are always asked for to enhance melee dps, slow mobs, and can function as the main healer all at once (and even throw in some damage), Monk is just the god class of EQ, everyone wants one in the group for dps or pulls. And Rangers are just a super flexible high dps class with a lot of utility, and can even tank most content these days.
@@classicmmoguy I really appreciate the reply, thank you! I'm able to play a lot on my days off, I just have to work at weird hours every week in a 24/7 rotating shift schedule that conflicts with raid times at least half the time no matter when the raid is scheduled. One reason I like having the option to solo is because sometimes my days off are in between night shifts so I'm online in the middle of the night, but I'd much prefer to group when possible. I actually mained an enchanter on Oakwynd and stopped after Velious was released because while the grouping experience was great as you said, the raid experience wasn't. I was not providing much value as a fifth or sixth (or higher) enchanter as far as buffs and sometimes not even having a pet to charm. We only had a couple of shamans though and one of them was a box, and they seemed like critical roles especially after getting a couple rare spells. When a buff class was absent it really seemed to throw people off because their "go to" person to ask for refresh buffs wasn't there, and they would just get used to asking someone else so I ended up rarely being asked for buffs. I tried to be proactive and look at people's buffs and made automatic timers for it in Gina, though. Monk is a really interesting idea, although I'm a bit nervous about being a raid puller when I don't know any raids in Velious or later. I hadn't even thought about ranger, they seemed pretty popular on Oakwynd but rarely ever invited to groups or sought after in a raid. You make them seem like a very valuable class later on though. Overall shaman and monk seem like really good suggestions with their own set of downsides to consider. Thanks again for the insight.
Contemplating jumping back on for nostalgia on Teek, seems to be popping off. Just doing some pregame research on class choice and stumbled on your vids man. They’re quite hilarious and I feel like we’d get along! I agree with everything you mentioned. And I was contemplating what class would give me the most challenging fun time while playing. Never tanked in EQ 1 but had all the tanks in EQ2 I’ve always healed/support most the time and was leaning towards SK(Something new and fun) or what I tried before - cleric/bard/shaman… just based on this video cleric isn’t sounding too hot. So now I just have to decide what I want to do - SK Tank - Bard Support/Pull -or- Shaman Heal/Buff/slow/malo/dot/canni/etc… don’t know if I want something THAT challenging/always casting, but maybe… which of those 3 would you recommend starting fresh on TLP/Teek? I might roll all 3 to 10 and see which I’m liking most… And are you still playing? Do you guys run in the new server?? 💪🤠
Well... Last time i played EQ i mainrd Shaman raidin through Demiplane of Blood.. thought about picking up the next TLP, but had been debating between wizard, necro, and ranger... Guess im fine being an attentive average gamer dad lol
I love how you put rogues at perma lost. Low expectations are easy to exceed and a good rogue is top 3 if not top DPS for a long time. They just get better and better. You know rogues have disciplines as well right? Also Druid debuffs on raid bosses are essential. Lowering resists AC and atk is huge. Caster healer off tank healer. As a druid I was in constant motion on raids. Later they become big dmg critting for 6 million dmg pet tick of their dots. So Sloth? Not so sure. Jack of all trade types fill alot of holes
Played EQ when I was a kid, wanting to come back and give the Teek tlp a go and shadow knight sounds interesting. You think I could get by learning the game and playing this class?
Tank is probably the most demanding role, but don't let that stop you. Dig into your abilities and learn what they do. Take note of which abilities increase your aggro, and keep mobs off of your group!
I would say Monks are super easy outside of some pulls now and then. You basically get buffs stay in one spot and hit your disciplines. Clerics chage after pop when the chains dissappear. Rogues have a lot of work to max efficiently, you have to use your bandelier efficiently in-between back stabs , you can't use auto backstabbing if you want to be effective, you have to worry about position, and time your disciplines, not to mention your poison making has to be up there. You can still top parses. But it's difficult to be really rally good as a Rogue. The problem is they are way to gear dependent till POP when they are dominant ( if good ). I can tell you never played a Rogue ro max efficiently... or knew a legit one.
Hey thanks for the comment. I have not played rogue at end game, you are correct! I also have not considered bandolier swapping as a big contributor in between backstabs (sounds cool, but I'm skeptical that it is worth a significant amount, link parse comparisons plz). I have seen rogues near the top occasionally, but remember this isn't an absolute power tier list. This tier list is about considering what classes do I want my BEST players playing, and sorry Rogue still ain't it. They don't bring enough to the table to warrant a great player on the class in comparison with what other classes can do as an overall package.
@classicmmoguy no, rogue is easy to be semi afk, but to be elite , you need a master , been playing since beta, and they got nerfed back in the day with disapline timers going on the same cool down , Monks were supposed to have the same type of timer, but they never changed it because they never finished the Gates/Omens complete revamp. And all the TLPs come out with the timer changes already in place. Also they changed how the offhand main hand ratio works, and that change is also implemented on the TLP's at launch. They way the game is now, in POP era , use the Bert fight in the plane of time for a true melee dps parse . A great rogue with buffs, gear, bard, etc... will win every time. And casual lazy auto attack Rouge would stink. You could juat as easy make a berserker brain dead, normally there are 3 to 4 on raids , but all you need is one of them to hit their raid buff, then the rest just stand still and auto attack. Omens is when it gets to hard for rogues to keep up because of crappy coding and weapon restrictions. But in the original pop era , every top end guild in all of EQ had 6 to 7 geared rogues. Till the ratio changes...now every TLP has 40000 Monks because of how easy an OP they are, taking advantage of unfinished programming. Just my two cents from playing this crap for 25 years...I think half of alla is my old guilds entry's.
Literally half my guild on Aradune was Washed Gamer Dad tier and it was so fucking annoying lmao. All of the “gAMeRS” quit playing after Prophecy of Ro. The Dads are still going to this day though with the same guild, so that’s something cool though
Not a bad list overall. I agreed with a lot. The monk love is way too high imo. Sure pulling takes skill but when I think about this list I ask the question "what does a good vs serviceable vs bad player look like?". And I simply don't see much difference between a good vs a serviceable monk. Zerker and Pally can probably move down a bit as well. I'd move druids and wizards up quite a bit for their role in raid mobility. There is nothing more frustrating than having an AFK porter when you're trying to race to open world targets. Likewise the discrepancy between a min maxed druid/wiz on damage is huge depending on which expansion
I haven't played EQ in a long, long time, but enchanter is exceptionally easy in raid unless you're a good player who can charm a very powerful pet... but the zones in which that's even possible are very limited in raid zones & it's not really expected for an enchanter to do so. IMO, the difference between a good & bad enchanter is much more evident in group & solo play, where using charm pets is a lot more feasible & beneficial and mezzing is a lot more relevant. In that setting, I'd say enchanter is exceptionally powerful, and the difference between a good enchanter & a bad enchanter is night & day.
@@miguelito2361 For me the difference between a good and a bad enchanter only lies in the ability to mez multiple mobs in a group ( without using the aoe mezz spell) I have played many tlps and seen enchanters mainly charming mobs for extra dps. That s not skill. Many just don't mezz at all.
@@Remro88 Mezzing is pretty easy... charming is a lot more dangerous & requires some brains & a lot more activity if you actually like staying alive Planes of Power charm pets do a lot of damage... basically as much as a whole group. That's nothing to shrug off. And despite the damage output of the charmed pets, a good enchanter will rarely die... always finding a way to get themselves out of trouble... like an escape artist
It's unfortunate that druid is always on lists treated as a class only for new players. Considering the depth of the changes that have occurred in the recent years all the back to the DoT consolidation that changed the clicky dots from kunark up to PoT, the ability to charm insects and other creatures that were before not charmable, the addition to constructs into our dismiss line making the banish line useful along with the overall knowledge that players have now compared to 99 makes druids a very difficult class to master while still offering easy access to solo. The difference between a nolife player and a casual player on a druid is the same as Enchanter, but at least on enchanter you can SUCK your way through the game because people will want you in groups even when you have zero talent at all based on lame expectations from over 2 decades ago.
I think part of the druid bias is that generally less skilled players end up on druid and drags the perception of the class down. High skilled players can do work on a druid, but the point of this tier list is basically to argue that if I had a great player sitting in front of me, I'd rather put them on classes with higher skill ceilings and higher raid/group impact than a druid. I have mained a druid on TLPs in the past, and what I have found is that for a druid to extract real value in a group, they need to be performing two roles in order to free up a group slot for an additional damage class. For example, they should be pulling + healing, pulling + dpsing, or dpsing + healing. They simply don't do a single role well enough to justify taking a slot from other classes.
@@classicmmoguy I can see your points. I highly doubt you have mained a Druid on a TLP in the last few years since the changes to charms or banish line, were implemented, or you would probably have a better opinion of them. During Vaniki launch my druid was consistently maintaining top dps for my guild up through luclin, just using click dots and nuking. Any mana drain fight especially, there was nothing even close to the druids. Aside from DPS, druids are without a doubt the best at kiting adds during difficult fights and during many raid encounters they are expected to do so along with rangers. As for healing, because druids lack some of the tools of other healers until much later on, they are probably least suited for this role during classic, yet always get pushed into it by idiots who think new players should be DRU. In fact, the main issue with people asking new players to play DRU, as you mentioned, is that it forces them to be ostracized by the players base rather than welcomed and treated well. Because of this, I would definitely recommend MAG to every new player, as its ten times easier to solo without skill, easier to get into groups, and doesn't require much knowledge to play during raids or groups at any lvl. Even shamans and clerics are a better pick for new players as shamans main job in a group is to cast Slow, buff a few melees, and spot heal, and they will never get treated like DRU for whatever reason even if they are wasting mana and can't even heal properly. DRU is unfortunately better for advanced players who know the maps, are comfortable solo and willing to prove they are better than average just to get a spot in a group.
Interesting... but your 3rd from the top tier (attentive) you say is within the top 10% of eq. So we can assume t1-3 is the top 10% of the game, yet you 11 out of 16 classes in those tiers for your skill choices. Would like to see a more realistic followup where you don't expect the top 10% of players to play 69% of your raid. Now, 10% is probably not accurate and would only give you 1.6 class choieces, realistically you probably have a pick of a few great players in a raid, so lets say god (1), a-team(2) and attentive(3) class picks. 6 out of 16. the vast majority of the rest should land on the washed gamer dad section of the bellcurve. Hopefully your raid composition follows the curve nicely and you only have maybe 1 goldfish and 1-2 lost boys lol.
You haven't met enough gods gift to EQ clerics. As one I can tell you that for expansion launch racing having 1 or 2 extremely competent clerics can make a big difference. There are some amazing skips you can do with with the insta click 90% res staff from sky and if they are S tier cleric they are normally boxing a 2nd cleric and doing double duty in rotations. Cleric should have been at least A team.
My friend and I did raids on mischeif, and his rogue was number 1, every raid on Velious expansion. Rogues are extremely high damage first couple expansions if equipt. Bards should be Gods. Clerics are gods in groups, even raids they are a must. Warriors are also a must in raids they take way less damage than sks and paladins and are main tanks for quite some time. Mages become dps Gods in later expansions.
Keep in mind this list isn't rating the raw power or required nature of classes on a roster, but rather what classes I want my BEST players on. Some of the most necessary classes in the game have low ceilings or are simply very easy to play, therefore I don't need a great player on those classes, I just need a warm body.
A permalost rogue isn’t going to pump out enough damage to justify their place in a raid. To be worth it, I think a rogue needs to understand how and when to use their combat abilities and AA’s.
I never played past PoP, but the rouge was a must back then. Top DPS and heaven help you if they actually worked up poisons and used them. Even trying to drop agro they would pull off tanks. Not to mention all the spell interrupts they had. Guess things have really changed.
Im a rogue main and looking to play a caster class or an sk, i got a necro at 53 but i got pretty bored with it pretty fast any suggestions? Oakwynd, about to hit ldon
Highly recommend an SK if you want to dip your toe into tanking. GoD is right around the corner for you and is a great expansion for casters too though! I have topped charts with a mage during GoD, however you will have Omens of War on the horizon which will render you pretty useless sadly. Considering where you are in the timeline, I would say go SK.
Can't judge your board since my raid experience is limited to hate and fear. However, as paladin, i was main tank in hate for a short while, on a progression server ( mischief) . Even tanked Phinny! So i think you over value SK's and bards. Bards were all boxes, and sk 's couldn"t tank as well as the pally ( lay on hands makes the difference) but maybe because of gear at tha time. Rangers could be perma lost and a lot have been, not a pb. I also mained a wizard on oakwynd, and because of the resist rate, i could have been on the bottom position no one would have noticed or even care. Now in general, i have often been a perma lost player, not so much for not finding a group, but for dying to get to one zone ...And i know i am not the only one. But it s always a trauma , lol! But your analysis overall is funny and somewhat reflects how little you think of most players !