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Hi,
I've played EQ2 off and on for a while, but never experienced raid content. I have a level 46 Berzerker, and a couple other level 20-30's; my question is what class is the most viable for raiding?
Course this is going to vary from server to server depending on the class counts; I personally play on Lucan DLere.
Comments
no idea myself (I dont raid)
I assume the typical tank / healer needs that are prevalent in all fantasy mmos
may want to check out this messageboard for further insight - has nice class boards
www.eq2flames.com/
EQ2 fan sites
1. Coercers, Troubadors, Defilers.
2. Dirges, Illusionists, Mystics, Brigands.
3. Any other DPS/utility class
What ever you do dont make a tank/druid if you want to raid as:
a) every raid needs just a couple of good tanks and those places are usually filled
b) Druids (Furies in particular) seem to be more common then dirt now days
Best way to chek is to see wich class is lacking on your server of choice really.
Amatal is right. Don't get your hopes up with that zerker to be main tank in raids. You will probably be on the raid as added DPS or if ur lucky a secondary tank. Most Main tank positions are taken up by the lovley gaurdians. The most needed classes are the ones he has listed. Although all the times ive raided you really only NEED one coroccer.
My suggestion would be pick what you want to do in the raid.
Healer = Defieler
DPS = Wizzy
Support = troubard or dirge (dirge seems to be more popular but EVERY raiding guild NEEDS a Trouby to kick up the DPS of the mage classes.)
I am not saying you can't pick any other classes but if you want to be NEEDED in raids try picking from one of the aboves.
Thanks guys, i just resubbed to check out RoK and i'm thinking of starting over again, and i wanted it to be a viable raid class
Yea..I started as a "learning" disciple of EQ2...i.e: I played what I was familiar with in other MMO's to get acquainted.
Then I learned the classes I play are just not needed in EQ2 compared to other titles....ah well...
But, now I know going in, how to approach it, and the new beginnings are the charm...
May even play on a new server...hehe
Cheers!
I always see guilds wanting Defilers. They are good healers and have their wards to protect against damage, but they can't solo worth a damn. Well they don't die soloing, it's just that it takes forever just to kill something.
Shouldn't every class be desirable in raids? Nothing turns me off to an MMO faster than getting to endgame and realizing that I picked the "wrong" class.
I want to be able to choose what I want to play without having to stress over whether he will be wanted when I get to the endgame.
Shouldn't every class be desirable in raids? Nothing turns me off to an MMO faster than getting to endgame and realizing that I picked the "wrong" class.
I want to be able to choose what I want to play without having to stress over whether he will be wanted when I get to the endgame.
That right there is the main problem. Why make a class (such as the Guardian for example) so essential over other tank classes? You should be able to plug in any class of the same general archetype and be able to succeed.
No specific class should be *essential* to raiding. If that is indeed the case, it is a design flaw in my opinion.
EDIT: You also stated that the number of players playing Guardians vastly outnumbers the number of raid spots available. The reason there are so many people rolling Guardians is because of the mindset that Guardians are an *essential* raid class. Those masses playing Guardians want to be viable when they reach the endgame. Problem is, they get to that spot and realize there aren't enough raids to go around for everybody. The initial problem was created due to the mindset that one class is desirable above all others in a certain situation.
It is a design decision to make guardians "the best tanks" and not have much to offer beyond the required 2-3 tanks in a raid. People gravitate to those classes, because they are considered essential where as the other 5 are not.
What is wrong with all classes being viable in certain rolls or perhaps allowing, in this case, the guardians to shift rolls somehow to fill another roll?
Another game I play does a fine job of designing encounters with the 2-3 tanks in mind, but also including enough to warrant a few dps/tank hybrids as viable raid spots. The design decision was made to include enough utility for the non-pure tanks to have useful roles.
My point is that it is mostly in the designers hands and not the players. Players can really only react with the tools given to them.
personally, I think the problem lies in the low amount of people sony designed to raid. 24 man raids is TO SMALL imho. This is why the raid leaders have to come up with the perfect amount of classes for each raid. If their on a 24 man raid, that basically means 4 groups of 6 people can attend. Tanks are the least needed class in raids. All you really need is one MT and a secondary tank, thats it. But just to be safe, sometimes you'll see a third tank, preferably a pally or Monk be allowed to tag along for some extra healing "if needed" or extra dps, "if needed" The main classes you really "need" in raids are dps classes. There can never be to many dps classes, this includes ALL SCOUTS, warlocks, wizzies, and yes even furies. Each group should have 2 dps classes in them. So all in all, most raids will see at least 8 dps classes, 2-3 tanks, 1-2 chanters, roughly 4-5 healers, preferably defilers, mystics, "if u play on a pvp server" with Inqui's and Templers as your main healers. Then you have the much needed Bard. I dont count bards as a dps class, simply because EVERY OTHER scout and even Fury's can out dps Bards. Bards are used as a support class to enhance other classes dps, survivability, etc. In a non pvp server, its great to have both a dirge and a trouby. On pvp servers, the good guys get troubs and the evil freeps get dirges. Each raid can definitely use at least 2 bards, which technically is classified as 2 more scouts. Then the remaining 4 spots will go to whatever class is needed most for that particular raid, or to those who happen to make the raid while other people cant.
So recap, 3 tanks, 8 dps classes, 5 healers, 2 bards, 2 chanters, and the last 4 spots go to whichever class is needed most for that particular raid. Whether that be 2 more healers and 2 more dps classes, an extra tank, more healing, etc.
Personally, since most raid guilds carry a good 50+ people, you will always see someone getting left out simply because raid sizes are to small. In EQ1, EVERYONE could attend the raid since there was no limit to how many people could actually raid. I remember being part of 70+ man raids. While, this may be a little to many in today's generation due to only a few pieces of phat lewts drop in any given raids and people complain and cry because of this, I personally think raid limits should be raised to 6 groups of 6 with a total of 36 people each raid. This doesn't mean you need to have 36 people in the raid. You should still be successful with 24 people, but 36 would make things go easier. just my 2cp
Rallithon Oakthornn
(Retired Heirophant of the 60th season)