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Please describe EQ2 to meFollow

#1 Aug 12 2005 at 2:34 AM Rating: Good
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Basicly I am considering moving on to a new MMO and I want to know what EQ2 is like. I'm currently playing WoW but I'm having issues with certain aspects of the game that are starting to really grind on me. Namely the huge balance gap between Caster and Melee equipment. Heres some questions.

1. The level Grind: How hard and long is it (compare it to WoW if possible)? Is it viable to solo? Is grouping actually better for gaining xp or just needed to accomplish certain things? Also tied into this is a good quest system. Are there quests to do at every level of the game?

2. Economy: Is it possible to get everything you need just simply playing the game or will you need to farm for some time to just get the basic gear you need to advance?

3. Dungeons: Instanced or Not? Is the best gear in the game generally only available thru Dungeons and is that gear NoDrop or Bind on Pickup or whatever you wanna call it?

4. Classes: Are the pet classes viable and fun? are they useful in end game?

5. End Game: Raid content...is there a good amount of it?

6. Class balance: I don't expect perfect class balance but I don't want to level a character to max level and find out that some melee class can vastly upgrade his power with some weapon and total rock while casters must gimp themself in another way just to get half the power boost the melee person just got. Balance in that sense.

7. PvP: Is there any? This isn't a big deal but I like to take a break from the usual stuff on occasion to fight other players.

Thanks in advance to anybody who answers this. I am doing research through fansites every chance I get but answering these questions isn't exactly easy to do with pre-written guides.
#2 Aug 12 2005 at 2:50 AM Rating: Good
Score! Its late at night and I finaly get to answer a new peeps questions first!

1. Its harder the WoW to level up but it realy doesn't feel like a grind cause theres so much content. Solo'ing is definatly viable, I know several high levels who solo'd the whole way. Grouping is faster then Solo'ing and is needed for some quests involving killing named or heroic monsters. The game actualy lives up to its name in the quest department, a lot of the good weapons and armor are quest gotten. There are many quests to do at EVERY level.

2. Just playing the game you can easily afford the basic and some of the medium stuff, but if you want the realy good stuff you have to craft or farm.

3. Some are instanced, the best stuff is dropped from raid mobs and is "attuneable" (bind-on-equip to you, cept you have to choose when to attune them).

4. Not sure about pet classes personaly but I see enough Necro's that they can't be bad, and I see a lot of end game ones.

5. Lots of end game raid content, not there yet personaly but I've heard good things.

6. Very well balanced. The mages rock more then the melee DD's IMHO.

7. Not yet but the arena the are putting in with the expansion will fix that.
#3 Aug 12 2005 at 8:29 AM Rating: Good
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991 posts
Noob scholars. So excited to answer a post. Pfffft!!! Make sure you answer this question correctly because there will be many, many more and people will probably do a clicky to here because it is the newest one!

Kind of like this

Smiley: lol
#4 Aug 12 2005 at 11:38 AM Rating: Decent
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1,885 posts
4. I play a pet class and have a ton of fun with it. It definately brings out a differrent stragegy than charging up to a mob and duking it out, or lobbing massive nukes on it.

Conjurers are pet/DoT casters. The pet is the bulk of our damage, and we back it up with pet buffs/heals and DoT's, several of them AoE. When taking out low mobs for drops, I frequently send the pet around picking up agro on 6-8 mobs and watch it pound each one into the ground like tent spikes.

The pet commands have a very far reach, and I can send it to attack anything I can see in the distance. That's great for pulling mobs to a safe area.

When fighting tough mobs, I stack 5+ DoT's on top of it and burn it down.

There are major changes coming with Live Update 13, and Conjurers look to benefit.
- Better pet balance. The 3 types of pets will be spread into tank (low DPS), balanced (mid DPS), and caster (weak but high DPS).
- Spell revamp. Some spells now cost concentration, other spells get damage increase. DD's get the best increase.

Sometimes in cramped zones like castles or dungeons, the pet will get stuck in a wall, or run off as it tries to figure a way up the stairs. IT's annoying but not impossible to adjust. I just dismiss it and summon a new pet.
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