Do Spells With Mez Produce Aggro?

Paladins can reliably generate aggro on mezzed mobs without breaking Mez, and Taunt is currently useless on raid mobs. The spell you pull with doesn’t matter, as the hate is capped at around 20 for initial aggro. Solo or small grouping players are better off pulling with Tash or AE taunt. Most bard songs are AoE, meaning you can generate a lot of aggro from many mobs at once.

The snare component allows you to aggro kite the mob until the Tank regains control. Reaction radius is the distance needed to assist another mob when you aggro it. AC debuffs cause a decent amount of threat, but not as much as Darkness, which can be useful for getting some threat on incoming targets.

High-end items or buffs don’t transform you into the sustained DPS that every Rogue is the embodiment of. Most agro is Tash, Ravage Psyche, Mez, Stifle, and Combat buffing = AE taunt. Resisted spells and spells that do not take hold seem to generate the same hate as landed spells, if not more. Healing usually generates very little hate, while spells generate virtually no aggro, especially in lower levels.

Social Aggro is triggered merely from your faction standing with a mob, assuming another player doesn’t have hard aggro on that mob Faction. To increase your aggro, acquire a mask with an aggro mod on it, and ensure that a tank’s taunt is right after a mage’s aggro. When a player stands up after a successful feign death, it will re-aggro and chain aggro to other social mobs within the faction.


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Is Black Lotus banned?

In the context of Commander, all nine items included in the Legacy, Black Lotus, Time Walk, and Ancestral Recall sets are prohibited, while in the Vintage format, they are subject to restrictions.

What beats midrange?
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What beats midrange?

The meta suggests that RPS control is the key to defeating midrange. In a midrange vs midrange situation, the player with better tools to disrupt the opponent’s plan wins. Esper Midrange and Sultai Midrange decks are popular due to their vast array of answers. Sultai midrange features removal, mass removal, card draw engines, and anti-control packages, while Esper midrange has targeted discard, removal tools, and evasive finishers.

Without sideboards, midrange lists need to anticipate the metagame and use the tools usually reserved for the sideboard to improve their matchup. Learning the decks to beat in the specific format is crucial.

What is good against aggro mtg?

Midrange decks are generally favored against aggro due to their beefier threats, persistent card advantage tools, and late game advantage. In the current bo1 metagame, midrange decks have access to powerful tools to combat aggression, such as the explore package, which consists of Wildgrowth Walkers and creatures with explore, such as Jadelight Ranger. This package allows players to gain three life with each explore trigger, making it difficult for fast red decks to deal with. The explore package, which has been strong in Golgari shell in GRN, is still active in the RNA metagame. Once Vivien Reid is landed, the persistent card advantage can help win the game.

Do tank specs generate more threats?

The subject of abilities is frequently discussed in a manner that presents them as a potential threat.

How does midrange beat aggro?

An “aggro” deck is characterized by a proclivity for aggressive gameplay, manifesting in the frequent deployment of characters and pursuit of quests. In contrast, a “midrange” deck is distinguished by a deliberate restriction of character count, achieved through the practice of banishing and the prevention of advancement to 20 lore.

How does aggro work?

Aggro refers to the player who is being attacked by a mob, while threat is a numeric value each mob has towards each player. The target with aggro is not necessarily the player with the highest threat. To set a scale for threat, 1 point of damage from a normal attack causes 1 point of threat. The threat values of some abilities are listed in the MPQs, and this 1:1 scale matches those abilities. Mobs keep a list of players and their threat values, and if a player is unaware, they are not on the threat list. Knowing which players are on a mob’s threat list and which mobs have a certain player on their threat lists is crucial for predicting a mob’s behavior.

What is the most aggressive Magic deck?
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What is the most aggressive Magic deck?

Affinity is a powerful aggro deck that primarily uses cards from the Mirrodin block, including creatures with Modular ability and cheap or free creatures. The deck combines these with draw spells like Skullclamp, pump like Cranial Plating, and direct damage like Shrapnel Blast and Disciple of the Vault. The deck’s dominance in the metagame led to the banning of Skullclamp in Standard and Extended, six artifact lands, Arcbound Ravager, and Disciple of the Vault in Standard.

The deck also existed in a mutated form called “Erayo Affinity” in Standard. The deck’s dominance over the post-Ravnica Extended metagame led to the banning of Disciple of the Vault and Æther Vial in that format. Affinity has not been as successful in Legacy or Vintage due to powerful hoser cards like Null Rod.

How does aggro work in Everquest?
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How does aggro work in Everquest?

Aggro is a behavioral state of most NPCs in Everquest, referring to aggressive pursuit and attack of players or other NPCs. Players can achieve this by dealing melee, ranged or spell damage, casting other detrimental spells, or using detrimental skills. Pets can also cause aggro if directed to attack an NPC. NPCs can attack players without provocation under various circumstances and conditions.

An NPC’s initial state before aggro can be classified as static spawn, patrolling spawn (pat), or scripted spawn. When aggroed, the NPC is assigned a hate table, ranking players based on numerical values like hate or threat. Most NPCs pursue the top-ranked player on this table until they are within range, often using a straight-line path in outdoor zones and fixed routes in indoor zones and many parts of cities. Once in range, they attack the player with melee or spells.

Crowd-control methods can hinder, slow, delay, or stop this pursuit. Hate is a number used to rank players, and this article will refer to the player or NPC with top ranking as having top hate.

Does aggro beat midrange?

In the traditional approach to deck construction, aggro decks are the dominant force, followed by midrange decks and then control decks, which in turn are themselves dominant over midrange.

What is the most powerful MTG card ever?
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What is the most powerful MTG card ever?

Magic the Gathering is a popular trading card game that draws inspiration from games like D and D. Players use spell, artifact, and creature cards to battle each other, with each set featuring the next best MTG creature card. The game encourages strategy and allows players to create a deck and win matches. Most cards are aligned with one of five colors, each with its own strengths, weaknesses, and specialties. A strong player determines which cards work best for them, and the cards on this list could work for anyone.

Magic the Gathering is one of the world’s most popular trading card games, and the conversation around the best cards ever made is always relevant. Creature cards are often the most sought after, featuring the incredible art of fantastical things with insane powers and abilities.

What makes an aggro deck MTG?
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What makes an aggro deck MTG?

Aggro decks aim to quickly reduce opponents from 20 life to 0 life, focusing on converting their cards into damage. They engage in a race for tempo rather than a card advantage-based attrition war. Magic: The Gathering is a collectible card game with over 20, 000 unique cards, allowing for a variety of decks. Each card has specific strengths and weaknesses, and a significant part of the game is determined by which cards a player chooses to include in their deck.

Decks can be loosely classified based on their play style and mode of victory, with designers often creating cards to fuel one or more archetypes to create competitive balance and diversity. Most deck classifications begin from one of four major strategies: aggro, control, combo, and midrange. These concepts extend to other collectible card games.


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Do Spells With Mez Produce Aggro?
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  • Something I think would make the game super fun while fulfilling a much needed want in the community is make the Stormcaller a World Boss, make him super tough, and all players can work together to kill him. If you do, he extends the game by delaying the storm for another 30-45 minutes. Logically it makes sense, and it’s an event that everyone can have fun in. I think it’s a neat idea.

  • I literally haven’t played anything but MWZ since i got this game. No Campaign, no multiplayer. I really enjoy this version of zombies, i know people miss round based zombies. Hopefully they add that option for all the old school players to make them happy, but i honestly dont miss running in circles for hours.

  • i know this is came out 4 months ago but i wanna help new or players that died and lost EVERYTHING to get a tier 3 vest just do Merk stronghold after you drill the safe successfully It will give a 3-plate vest GUARANTEED for a large backpack find the buy station in tier 3 that has a zipline taking you there and once you land from the zipline IMMEDIATELY throw a decoy it will lure the zombies giving you just enough time to buy what you need like (Durable Gas Mask, Large backpack) i Hope this helped some of y’all

  • This is the best non round based zombies I’ve played, and I honestly hated this kind of zombies until I played mw3. If you’re on the fence about buying mw3 for zombies. Trust me you’ll have fun. Although I highly advise to have friends to play with because playing with random people can be frustrating

  • If you go down while in the helicopter after calling in an exfil with the tombstone perk do not self revive as it counts as a successful exvil and it also triggers the tombstone perk to activate next game. Therefore you can keep your insured weapon and also have all your gear from the previous game in the next. Just a little pro tip I found on accident while playing.

  • U can also get chunks of flesh very easily and quickly by using a Sniper Rifle or an Assault Rifle by shooting zombies in the head, usually if ur hitting them in the head with either of these 2 weapons u will have a piece of meat within the first 10 zombies u shoot, u can also get it easily by using a pistol as long as shooting them directly in the head but not as fast. If u don’t have any explosives these are ways to get chunks of flesh extremely fast

  • To get the flesh I’m pretty sure u can also use a sniper I’ve done it that way not sure if it could have been another factor but give it a try and you’ll find out (update)- i played a couple games since this comment and you can get it if you kill a zombie with a strong enough gun with a headshot and if the zombie explodes you have a chance of getting it

  • Hey MrDalekJD I have been having issues with one of the new LMG call the pulemyot762 where if I go to put something on the under barrel attachment it will come up on my screen saying server reset. I don’t know if that’s a console thing or if it’s on all platforms but I was just wondering if you could report that to Activision, because I have sent reports and nothing has happened.

  • There’s currently a duplication glitch that works on Juggernaut suits, so simply get out the marker grenade, then go into your backpack and drop the Juggernaut on the ground. You’ll keep the marker grenade in your hand so throw it to call in the package and then pick up the Juggernaut that you dropped, meaning you can infinitely recycle them. Utterly busted and will get patched soon so take advantage of it now.

  • If someone is wondering if that tombstone trick and points works then I’ll give you the answer right now and it’s NO. I tried it, I had a legendary backpack and I did everything and in my next game, I got everything I saved in my backpack but I didn’t receive the points = money. I guess it doesn’t work anymore

  • I can’t say for everyone else but I usually just avoid the last 15 mins for that last exfil cuz it felt like that’s where the major bugs are and you just won’t exfil successfully, so I never really take that risk… Or at least I won’t for now until more bug fixes and patches come out for the following weeks/months to come.

  • Time limit needs to be longer or even removed. I like to kill zombies. But the only way I’ve been able to make it into the hard zone is just running by zombies to do contracts to be able to afford my gun upgrades. Do 1 maybe 2 contracts, then have to haul ass towards the exfil. I would love to just hang out in the easy zone and leisurely kill easy zombies for a while doing the odd contract when I come across one, then eventually go into the medium and hard zones. Instead, I’m forced to run balls to the wall the whole match to try and get as far into the map as possible, just to run balls to the wall back out.

  • I feel you SHOULD mention. The doghouse tier 3 dog isn’t invincible. That’s cap. You DO say to zombies. Ok. But you don’t mention that they will absolutely get murdered by T3 disciples. It’s sad. I was so excited. But then boom he died. AND BEFORE ANYONE SAYS “WELL MAYBE YOU JUST DIDNT HAVE THE ACTUAL T3 DOG” Nah bruh. I did. So as a Disclaimer maybe mention that next time MrD.

  • I am new to the game (a couple of weeks, maybe a month). I was given a tier 3 dog as a gift from a player that was trying to help me. We went to high tower to grab pack-a-punch and had to fight. I was killed while backing up. When I died, I landed on the floor and something moved me back a little more and i fell through a hole in the floor and dropped down to the ground floor (very far down from the level we were on). My dog never came to me, I never had a timer for asking for help and my group could not revive me (they saw me but were not able to target me). I don’t know if that is a bug or whatever, but the dog never showed up. The guy that was helping me could not understand why I was not getting revived. He kept saying he was not sure where my dog went and why it was not rezzing me.

  • The thing these shills on the tube fail to acknowledge is that they are literally the reason why we get so little time to learn how the game works and all it quirks and exploits by constantly repeating the same things across hundreds of different websites. You have shared no new knowledge. Thanks for pushing developers to patch before they are ready and likely introduce more bugs. Touch grass.

  • Anybody remember outbreak where you could solo no problem. Sure it wasn’t easy but it was definitely possible. I could run around outbreak for hours and beat the big bosses. This game is a joke compared. First who tf wants mercenaries in Zombies? Second why is there a time limit? This game is so blatantly a dlc all they did was make DMZ but with zombies. It’s sad how little this community has come to expect from this game.

  • There should be a bank in this game. There isn’t enough time to get a pack 3 weapon in most games, that would help. Challenge to unlock and upgrade like dmz. Also there needs to be a rarity upgrade system in buy stations, zone 1/blue, zone 2/purple, and zone 3/orange. And it could be the same cost as pack in each area. The aether tools aren’t enough to fully enjoy each game. People should feel unstoppable and want to go into zone 3 and take on more than van handle. Game is great so far. Just much room for improvements

  • Warrior: Portable wall. Often paid in booze or cookies. Frequent members of alcoholics anonymous. The good ones remember to wash their armor. Paladin: Sparkly Stunboi. Palatability depends on religion; some come with Pegasus, others with White Vans. Good touch can make you tingle. Shadowknight: Orginal Edgelord. But often amusing. Comes with extra bone shards for the necro. Has uncle festers bad touch. Does NOT make you tingle. Mage: Diet Coke Wizard. Can summon you crackers and flat tea. Elemental pokemon trainers. Must be Gnomes by default. Ranger: Shootyboi. All the pew pews. Often gets lost. Easily distracted. Still don’t have translocate. Beserker: Angryboi. Speaks loudly and carries big axe. Often throws axes and party members. Halitosis optional. Intoxication is not. Cleric: Healer’s healer. Often AFK. Often record keepers of /gem scores. Must wear plate mail made out of cardboard. Druid: Natureboi. SoW dispenser. Never lost but often pretends to be. Some come with fleas. Has the only DOT in the game with a HP bar. Shaman: Slowboi. Frequent wingman of melees. Most often the designated driver. Comes with wolf pupper. Questionable diet practices. Wizard: Big Kaboom. Sometimes forgets to Med. Never forgets to Evac. Might be AFK and you would never know. Current record holders of most bodies in zone. Necromancer: Spookybois. Always first to FD. Always last to show up at the raid. Doesn’t always have pet discipline. Often summoned. Sometimes throws coffins over bridges. Enchanter: Prettybois.

  • As a necro Main, I despise being treated as a Mana Battery. I was literally told, in some raids, to just load all 3 Twitch spells and not to DPS. I DPSed anyway, and nobody noticed, since Necro mana regen is through the roof. Also, the Cons for Bard should have included: 11223344112233441122334411223344, and Anti-social. :B

  • Started playing just before Velious was added. Loved the game took me a few weeks of rerolling classes till I latched onto the bard. Made it to 63 just as Planes of discord launched and I fell off. Amazing memories, play time bordering obsession. So many raids, so many good pieces of gear I earned, a guild that appreciated my efforts. Getting the epic holy hell that was a prideful moment. The comaraderie with randos in dangerous areas. The community was good. People willing to help with corpse retrieval at least I did as a bard with good invisibility. Revives. Porters for cash pre-luclin

  • Special Talents of a Rogue is basically having no responsibility and just showing up and pressing a single macro. Compared to playing a Cleric, Tank, Healer, Puller, pet class, hybrid etc.. it’s extremely chill and I highly recommend it to anyone who wants to play, but doesn’t want to apply themselves at all.

  • Rogues might not be the best of soloers, but it can be done if you get good at solo backstabbing. But that entirely depends on your own talents. Some people just can’t seem to do it. Also, they can be pretty desirable in The Hole, cause if you make a Halfling Rogue and worship Brell Serilis, some of the mobs con Dubious to you, so you can retrieve people’s corpses for ressing, in case they can’t make it there. Not to mention just general information gathering from not being KoS

  • I played a troll warrior back in the day, had top end gear on server up through PoP. In groups (when I wasn’t boxing) I would often fight berzerk (had a huge hp pool and with a bunch of stacked regen small heals were enough because the mobs didn’t last long), using some crazy 2 hander usually (fewer ripostes when fighting berzerk = good)… My favorite (and there were many), was at the start of the SoL expansion when I got my Dathor Great Hammer and killed an entire guild with it, in one swing… Nobody lived. 25 or so were all sitting tightly together in the arena going over some raid planning. I ran out of town to let a mob get me berzerk, ran in, jumped in the middle of them all and said “Sup”, popped my crit damage disc, hit rampage, and landed instant max damage crits on it all of them because they were sitting… think they were hits for 3,500 or so (87,000dps isnt bad, my best log was 250k dps but that is another story). I then camped their corpses… for like 15 minutes… and when they finally got organized, dawned summoned mage armor, and finally killed me, I was their raid lol How I miss those old days.

  • I think you miss spoke when you said Paladins are a good off take because of the hammer. You cant “OFF” tank with the hammer you can rampage tank which is a different thing and is the point of the hammer for paladins. Paladins are for those that want to feel important but arnt really important. You can get by with one in a raid force through pretty much all raid content.

  • I recently started playing EQ, I played EQOA on ps2 for years and this is very similar especially when you learn how to play lol ..i am sad to see the only way to easily get a group is to be a puller lol ..back in my day tanks pulled :p. I tried enchanter and it was really hard ..I used a heroic boost for one and that was clearly a mistake..

  • I agree that named should have a much higher percentage of dropping normal loot table (like your exemple of DE mask) and a small percentage of dropping random stuff. Its gonna be super hard to get specific items that I really want Im afraid. Well see I guess ! its gonna be a great server, im jumping back in the game !

  • Ranger. God I miss playing Ranger in PoP. Back in the live PoP days, I was leveling in PoJ and the WAR was having problems keeping aggro from me, so I kept nerfing myself weapon-wise (eventually going to my 2H blunt training weapon). After the party broke, he asked for me to stay and was gonna get on his SK and wanted to compete with me for aggro. Suffice to say, I went ham with spell triggers, spell shields, damage shields, and, oh yea, Earthcaller’s slow proc. Even with a 6-7 level advantage, he lost aggro every time. Gave me a ton of plat for impressing him, so I’ll take that win.

  • It’s interesting how the devs of EQOA chose to make some minor differences to some classes comparatively to EQ1, but some MAJOR ones compared to others. Druid on the other hand seems 100% the same in EQ1 as EQOA, Mage is also very close, in fact most classes are. We never got Beastlord, and Berserker was part of our Master Class (Alternate Advancement) tree. I think it was a Warrior Master Class.

  • Back in the day, my main group of players consisted of a monk for tank, shaman, cleric, rogue and myself as Necro. The 5 of us would take on stuff even 2 groups were having hard time clearing. Great combo if everyone knows their class. I know the group pains as Necro, but few ppl realize how much utility they bring to a group. I used to joke, as solo I would fear kite with just my pet hitting the mob. But in a group, I would fear kite with more pet ‘friends’ haha

  • I’d put the wizard as the least desirable class over the rouge for groups. Rouges have good sustain damage and wizards don’t. Wizards tend to cast one spell take off a good chunk of damage and sit back down for the rest of the fight in groups of that era. Most live raid forces only seem to run one, if any that I’ve seen. They have needed to revamp wizards for as long as I can remember playing. Their spells just cost way too much mana and their port ability they get just isn’t worth what the sacrifice to the druid(healing, buff and porting), the mage (better sustain, buffs and pet) and the necro( mana regen, pet and dead man floating).

  • My first class on P99 Green when it opened was a Wizard, but it became depressing when I realized literally no one wanted to play with him. I even found out that no one would have wanted his ports either because I can’t send them on their way with a SoW like Druids can. It was a pity because I genuinely liked the classical magic fantasy (robes and wizard hats and all that) and it just happened to not be well represented in EQ. I did end up rerolling to Magician simply to be more desired, but I wish that didn’t have to be necessary, hehe.

  • Very spot on ayo, one thing tho zerkers tanking is actually realitively high… chain armor that gets a bunch of AA’s in defensive traits, also snare and stun throwing are not AA’s they are 15 second reusable discs that they get. Zerkers crit chance matches a warrior when the warrior goes into berserk which is why they are highly valuable when it comes to dps. As AA’s later they get some pretty gnarly stuff to buff the raid and put out ALOT of damage. Zerkers do not get taunt, but their raw damage they put out essentially lets them tank in dungeons. So far thats all i know of a general basic thought about zerker, wish you woulda reached out to me first coulda gave u some more info 😀 Much love ayo, great article

  • Bard can do all kinds of stupid things, and that’s why i had played this class for 12years Bard’s movement speed = 3x druid’s movement speed when using the best drum, + levitate & invisible, they are living meteor fly through the sky Bard has the HIGHest Dmg Shield in game by stacking 3 DS songs, I can win duels against a h2h monk by letting him hit me. 2x druids Bard can kill teamates with random shadowstep (short distance random tele) Bard can punish raid stealers by Gating a mob back to it’s spawn spot and create masssssssive trains (super stupid) I gated AoW once Bard has group DA Bard is the Best puller, with multiple uses of Fading memory they can split bosses from their minions& guards, and pull the target mob back to zone entrance Bard has a corpse tracking song Bard offers the highest mana regen buff, 2x enchanters Bard’s dot dmg = 80% of a necromencers Bards don’t get any effects from mana regen buffs songs etc but they do get those from gears, I had a mana regen set to recharge my mana pool after using fading memory. one point SOE had a thought of giving bard a group FD song. In conclusion, Bard is something closest to a GM before GoD. After GoD bards only get new Resist songs and mana regen songs

  • And berzerker can solo good as long as they can pull only one mop at a time because of snare and high throwing dps. I soloed around 50 levels and i am now level 65 with my zerk, started playing again then’s this monday. Was astonished that they have still bought dlcs out and the level cap is 125 crazy.

  • I loved my Enchanter until they nerfed the AA skill point to weaken its durability spent month saving up PP to buy the 64 charm spell off a guild who had copy for sale spent 3 weeks trying to solo with said spell spent 18 AA to max out the duration to have it become a 30 second death trap. Roled a Rogue and never looked back became one of top 5 on Fennin Ro loved how I was able to Tank in exp groups with my GF as Cleric and shaman friend for slows. Played so many Games but none will hold up to the memories of Everquest for challenge and comradery. Core of Legends guild was so Militant in execution of Planes of Power boss fights to this day dont recall seeing anyone else clear so many zone boss’s or plane of Time so quickly. Sacred Frye became my new home and progression into new expansions up till I left.

  • As someone who used to main a necromancer, I can tell you while they may not be the most powerful solo class, they are far and away the easiest class to solo high-end content with. Shamans and enchanters require you to be on the ball 100% of the time. But necros? Click, click, and watch the pet slice through mobs like butter.

  • Shaman are arguably the best DOT caster in the game. Poison and Disease stacked with the proper equipment and you never run out of mana and can finish in the top 10% of DPS on boss mobs that are weak against Dis/Pois in raids all while playing the healer for a group and maintaining raid responsibilities.

  • this is a great article and as a EQ player from 2000-2004 as a Paladin main i kinda have to disagree with you saying low solo ability. I’d argue that because I remember people begging to join me as I just destroyed zones with undead. People in my guild used to ask me how I had so much AA points. At least I think that’s what they were called, it’s been so long. And it was cuz I would everyday be soloing like crazy. I even remember when Planes of power was out. There was a couple undead plane where I would be in all by myself killing undead, I would get messages asking me if what I was doing in a plane zone (which were mainly raid zones) without anybody else… well I was soloing random enemies for XP lol.

  • Important note, Ogre shamans can tank and heal themselves quite well before torpor and even better after. They just need a corner to allow mobs to push against them and they clear cast. If you need aggro just disempower. By spamming it you make shadowknights look like warriors trying to take aggro from wizard who nukes before they get there.

  • I hope I am not the only one out there that is extremely disappointed that more epics were not added to the game after the Omens expansion. They really made the game a lot of fun for a lot of players and helped them as a class. A lot of other class epics were total garbage after 1 expac. I think the Cleric, SK, Paladin, Shaman (maybe?), Rogue(?), Wizard (?), and a couple of other classes actually still gain a slight benefit from their epic weapons. I would like to point out that Paladin and Shadow Knight can actually handle themselves solo fairly easily as far as melee classes are concerned. Less so as a Paladin because they cannot drop aggro via Feign Death but, if the player has mana it will last until the mana runs out! The two classes can stand toe-to-toe with opponents since a few recent changes making them a lot more tanky. Even Magicians pets are overpowered these days due to whatever decision the devs deemed to make them better tanks than some players. The notes about Necromancers is really nice because so many people play Necro’s like crap. Bard: /melody # # # # # can aid in less carpal tunnel syndrome. Thank the gods! Monks: armor class loss/ soft weight limit is gone now. Become a pack mule and kick ass! Monks FD skill is based on number of uses (skill ups) makes it much much faster to use and more successful later on.

  • If we say wiz are needed for AE groups what about ench lol ? Specially since chain AE stun is nerfed you need 4 enchs to be safe doing it. In the deep doing it with 2 ench is mathematically impossible, with 3 it will break often. 4 ench 1 wiz 1 puller (cleric or pal, and this player MUST know how to play it and how to park mobs) Before the AE stun nerf 2 ench were often enough (i prefered 3) then we had more pullers.

  • Oh man I’m so so glad to see people finally making stuff like this for good ol EQ! I feel like between P99 green and newer TLP’s, especially this one coming out with the unique ruleset, the interest in the game is the highest it’s been in a long time. I think this all seems pretty accurate though I’d say Rogues are at least moderately wanted in groups if they’re not woefully undergeared and are, in my experience, very closely-regarded to MNK and MAG as a good DPS class, and enhanter being the only thing you’d ‘want more than 1 of’ in a group being a bit of an odd assessment as I can think of all kinds of situations where multiples of various classes could range from acceptable to even especially efficient (i.e. fighting undead w/ clerics, fighting outside w/ rangers/druids, 2 WARs to bounce enemies back and forth and do decent DPS etc)

  • Berserker’s are warriors on meth with zero chill. Hit em and they will just hit you back harder. They can Snare, Stun, and lower their own aggro with throwing axes. Their use of 2 handed weapons means high aggro generation and their disciplines take advantage of the inevitable hits that the Berserker will be taking.

  • I have a question: I just started playing a bard on the vox server and I’m new at playing it…how do you get your bard to his fastest run speed on live servers?…Right now what I’ve noticed is that my bard can run at a velocity of 83…is that the highest that a bard can run and do Instruments actually help bards out on live servers…Right now I am using him as a box 📦 toon for my group, but he may be my main toon that I play…because I usually use my puller utility toon to be my main…i have another higher level group where I use my enchanter as my main toon. I may need to learn more about crowd control and pulling on bards as well…etc, etc, etc…

  • I think you’re going to set people down the wrong path by labeling bards as a “High” solo class. Bards are extremely dependent on groups to accomplish much of anything. Sure, if they have good gear and high mana regen, they can AOE kite like 80 mobs down at once in Maidens Eye and some other zones, but that isn’t very effective long term and it doesn’t help with named camps. I spent tons of time in Planes of Power /LFG as a Bard.. most groups want enchanters for the CC and charm DPS, which Bards cant provide.. I literally started boxing multiple accounts in PoP due to playing a Bard as my main and /LFG for hours sometimes (and no I wasnt a bad Bard, I was very active and was a great puller, often getting complimented on my ability to consistently keep mobs in the camp…. but Bards dont bring DPS to a group and most PoP groups want raw DPS for faster leveling, so they prefer a Chanter to charm mobs)

  • You can’t group “Classic through PoP” together as an era, there’s way too many changes, most of the classes vary drastically in their power level. I don’t know why you included Berserker at all when that class doesn’t exist during this time, LOL. For pre-Luclin, here is how I would rank the classes overall, with a specific rank per expansion: 1. Enchanter: Classic – 2, Kunark – 1, Velious – 1 (extremely overpowered, dominated non-Raid content in all sorts of ways, and still contributing majorly to raids) 2. Cleric: Classic – 6, Kunark – 2, Velious – 2 (the most boring caster to me, and sometimes overrated for non-Raid content, but overall the most necessary class for raids) 3. Shaman: Classic – 7, Kunark – 3, Velious – 3 (continually gets more powerful, eventually gaining amazing defensive capabilities, great buffs, and the ability to generate decent DPS on their own for non-Raid content) 4. Bard: Classic – 4, Kunark – 4, Velious – 7 (versatile and unique with some powerful hijinks, including swarm kiting a huge pack of NPC’s to death; for Raids they contribute vital resist buffs or can pump a group of Clerics up with mana; loses some power at the highest levels because their Charm ability becomes harder to use, and in general it’s an exhausting class to play optimally) 5. Rogue: Classic – 14, Kunark – 5, Velious – 4 (weak in the earliest era of the game because a lot of their abilities didn’t work properly + worse weapon selection for backstabbing, but they get better and better at DPS, becoming the best for Raids in Velious, and their sneak ability is very useful) 6.

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