Having trouble trying to figure out what race and class you want your character to be? Community Member –Mandaar- wrote this Guide to help you with the process.
Guide to Choosing and Creating a Character
Written by Community Member -Mandaar-
Part 1: Choosing the Best Character for you Overview The first rule of choosing a character is playing something that turns out to be what you don't like, is still worthwhile. The more you understand the classes you will be playing with, the better player you will be. That said, here's a summary to help you choose a class. The following contains many general statements. There are always exceptions. For example, I know rangers that can top the DPS lists on some raids. I know necros that are number 1 DPS on any long event. We have a beastlord that is always in the top 10. Etc... Please don't take issue unless you feel the general trend is incorrect. Definitions:
- DPS - Damage per second
- Kiting - the process of snaring (slowing the run speed) one more mobs and slowly killing them from afar without them able to catch you.
- Kiter - any class that uses the above to solo. If a class solos via this method predominantly, I will note it with (kiter).
- Aggro - when you are engaging a mob by yourself, you are said to have its aggression, or aggro. That means it's going to want to hit you.
- Difficulty: Easy.
- Upsides: High damage, easy to pick up, welcome in groups.
- Downsides: Not a ton of versatility. But honestly, they don't need it.
- Difficulty: Moderate to easy.
- Upsides: High damage, can explore like no one else in stealth, desirable in groups.
- Downsides: Can really struggle to solo.
- Difficulty: Moderate to Easy
- Upsides: Can go even where rogues cannot with feign death flopping. Great lone wolf class, that also is in demand for groups.
- Downsides: Only can choose 3 races, Humans, Drakkin and Iksar. Won't quite match the DPS of the first 2.
- Difficulty: Easy
- Upsides: Can solo well and are very versatile.
- Downsides: Like mages, they are sometimes underrated.
- Difficulty: Easy
- Upsides: Lots of utility. Good at getting out of bad situations outdoors. Solid DPS class.
- Downsides: Won't quite DPS like the big boys, but when played well, adds enough utility to more than cover the gap.
- Difficulty: Hard
- Upsides: You can do anything.
- Downsides: You don't do it well alone.
*All pure casters wear silk armor. WIZARD - The glass cannon of EverQuest. Will be focus effect dependant in later levels if they wish to truly reach the heights of DPS. Besides being the kings of burst DPS amongst casters, wizards have a large number of portal spells that allow fast travel around the world for themselves and their party. With the ability to snare kite, wizards become excellent soloists (kiter). If you like to see gigantic damage showing up in everyone's windows and riding the line of superstar or dead fool, this class is for you.
- Difficulty: Moderate to Easy
- Upsides: You will not be challenged in burst DPS for a long time. You will get around Norrath quickly. Solos VERY well.
- Downsides: You may get a lot of unwanted attention from monsters until you learn to control your aggro.
- Difficulty: Easy
- Upsides: An exceptionally versatile class in terms of what it can provide the group. Solos very well.
- Downsides: Can sometimes be overlooked due to people not understanding how they work and the damage they can do.
- Difficulty: Moderate to Easy
- Upsides: You don't need a group. You are a group.
- Downsides: Sometimes necromancers get overlooked because they are not a strong burst damage class. Also, necromancers are evil and will be kill on sight in all good areas of Norrath.
- Difficulty: Hard
- Upsides: You will always have a group if you want it.
- Downsides: Can be a difficult class to play well. But, the good ones are pampered.
- Difficulty: Easy (unless you become a high end raider)
- Upsides: You are the best at what you do; you are wanted in every group.
- Downsides: You aren't much of a soloist of anything but undead.
- Difficulty: Easy
- Upsides: One of the best lone wolf classes. Can be completely self-reliant for a long time.
- Downsides: Sometimes people feel they MUST have a cleric for their group when a druid would suit just fine.
- Difficulty: Moderate
- Upsides: Just about everything.
- Downsides: They will often be the focus of a lot of attention from hostiles.
*All tank classes wear plate armor SHADOW KNIGHT - A warrior/necromancer hybrid. Once the whipping boy of EQ, they are now quite powerful. Shadow knights are the evil king of crowd control in all cases where the hostiles cannot be put to sleep and there is room to run. If you love to kite huge swarms of mobs on purpose, this is the class for you. Shadow knights are also exceptional tanks in regular group situations due to their instant aggro abilities and their lifetaps which mitigate damage. Add in Feign death, and you have a class that can fill in as a tank or a puller. Or BOTH! Not a soloist of note until very high level when they become very powerful. Play this class if you want to play a versatile tank and want to indulge your evil side.
- Difficulty: Moderate
- Upsides: Tanks are always needed.
- Downsides: You won't solo very well until high level. You will be evil which will put you at odds with all the good races.
- Difficulty: Moderate
- Upsides: Solid tanks are always in demand.
- Downsides: You won't solo very well.
- Difficulty: Easy
- Upsides: You cannot raid without a warrior at the high end.
- Downsides: You live in a group.
PART 2: CHARACTER CREATION BASICS Now we get into the specifics of making your new character. Here are a few hints to remember in case you forget everything once you log in. These may not be optimal, but they will be close to the advice I'll give you anyways. Don't forget to read the final considerations sections at the end. MOST IMPORTANT - YOUR RACE ISN'T IMPORTANT LONG TERM. CHOOSE THE ONE YOU LIKE BEST AND FORGET STAT DIFFERENCES.
- If you totally misplace all your stats, don't worry about it. Eventually your stats will get so high the little difference won't be relevant.
- You may be asked to try a religion. Feel secure that your playing experience will not be impaired by anything you choose.
- If you don't want to enter the tutorial after creation (although I recommend it if you are new) you must find the tutorial button on the character screen, and click it so it is not "pushed in" before you enter the world.
- Don't be afraid to try several classes before choosing one. If you hate your first character, try another. There are 16!
- Bard is a funny class. In the old days creation was probably very important, today it isn't anything to fret over. I would pump everything into stamina and anything left over into strength or dex. If you wanted every edge on charming later, you could put some in charisma but this would be really a reach. HP > all at low levels.
- I highly recommend 25 in stamina and 5 in wisdom, strength or dexterity. You are a melee class primarily with pets. If you want to focus more on spells, and some people do, split your points between wisdom and stamina evenly. But, I don't recommend that until later levels.
- You'll get tired of hearing this. Everything into stamina and any left over into strength or dexterity. I personally would take leftovers in strength because your weapon will always be the biggest, heaviest, nastiest thing you can lay hands on. But, you could split it up if you like. It won't matter in the long run, but in the early levels, you will do nothing but test your health against mobs. Take all the stamina you can.
- This one is easy. Your mana pool is what makes you tick. Wisdom makes your mana pool tick. 25 wisdom and 5 stamina. You can take 5 strength instead if you're a weak race and hate running back and forth.
- Same as cleric. 25 wisdom, 5 stamina. Same reasons.
- Enchanters, like all cloth casters are mana dependant. Intelligence drives your mana. You could then take 5 stamina, which I recommend, or you could go for every little edge in charming/CCing and take 5 in Charisma. You're going to get hit a lot as an enchanter. Take the hit points. 25 intelligence 5 stamina (recommended) or 5 charisma.
- Similar to Enchanter but easier decisions. 25 Intelligence and 5 Stamina. That's it. No reason to take anything else really. You will have your pet and you will be meleeing beside it to start. Later on the 25 intelligence worth of mana will help more than anything else. Ditto the bit of stamina. The only reason to take 5 strength instead is if you despise the idea of having to watch your encumbrance.
- In the early levels, you are no different than any other primary melee. Take 25 stamina and 5 agility or strength. Agility is important early on to monks. Even a little weight begins to affect their armor class significantly. But, in early levels, take the 5 in agility, dexterity or strength and rest assured, you made a fine choice. I personally would probably do strength or agility and lose no sleep over it.
- Necromancers pretty much could choose anything and in later levels they will be fine. But, in the low levels only, sometimes necromancers will struggle with mana. Therefore take 25 intelligence, and 5 stamina. If you are concerned about being a human pack mule due to a very low strength, take 5 in strength. For example, if your strength is under 75, you'll get encumbered pretty fast looting weapons, etc.
- Paladins are nothing but tanks that can start casting some stun/light damage spells early on. Put everything in stamina. You can mix that formula up some if you like. But, you'll be matching your hit points up against the mobs in the early levels. Later on levels and gear will take over to pump your melee stats. If you just don't like that idea, put a few points into strength or dex or something. But, I recommend just pumping that health.
- Mana isn't a huge need in the early levels. I recommend all melee stats. Put all your points in stamina. If you have any leftover, put them in dex or strength.
- You will become a feared dealer of death in later levels. At the start, you are just a melee class. Take 25 stamina and 5 strength or dexterity. Take agility if the others aren't satisfying for your last 5. If I'm making this boring it's intentional. The game gets very involved, but at the start, your health will matter more than anything.
- You'll care about your mana/intelligence at some point. Creation isn't that point. Add all your points to stamina. Nothing else. If you MUST branch out, take from dex, agility and strength.
- As versatile as you are, you are a caster. 25 points in wisdom and the rest in stamina. Put 5 in strength instead if you are concerned about being over-encumbered too often. Wisdom = mana = your lifeblood.
- Can you see this coming? No matter what you want to do, put 25 points into stamina. If you cannot BEAR the simplicity, put 5 in strength or something. Your health is not only your life, but in late levels, the life of your group.
- Wizards turn mana into fast paced bursts of doom. But, they will get hit a lot as a result. Mana and hit points is all you care about. 25 intelligence and 5 stamina. If you like, you can take a touch more health to survive. But, long-term, you'll be alive, or you'll be dead. Take the mana is my recommendation via intelligence.
SOME FINAL CONSIDERATIONS TO REMEMBER
- Your race isn't really important other than a few hp out of thousands later in the game. But, it will matter some in the early stages. Ogres will have the most hit points at level 1. Erudites will have the most mana for intelligence-based casters when starting out, and high elves will have the most mana of all wisdom-based casters in the VERY beginning. No false promises, that's the way it is. But, early differences are irrelevant later in the game when gear overwhelms them. Yes, if a gnome warrior and an ogre warrior are not maxed in their stats and have identical gear, the ogre will have like a tiny fraction of a percent more health. But, it's irrelevant. Please trust me on this. Play whatever you want. Therefore I'm going to ignore all questions of min/maxing because they are not really present in EQ anymore. If you want to play a gnome paladin, go for it. You'll stand out.
- Being an evil race does make a difference. If you are a Dark Elf, Ogre, Troll, Iksar, or a shadowknight or necromancer of any race, you are considered evil and all the good races of Norrath will consider you kill on sight. However, that is much less important in today's EverQuest. With the addition of the Plane of Knowledge and other areas, this won't really matter. Just please keep it in mind as you travel about any populated areas. If you level solely in the TSS fast track (the serpent's spine expansion designed for fast leveling and questing), your race will not matter at all.
- Group Availability and Hot Zones. Some classes need groups more than others. But, how hard is it to get a group? I'll be frank with you, that's largely going to be up to you. If you are a go getter, you will have a lot more groups than others. If you are a reasonable, polite, yet effective player, you will be in groups more than someone that isn't. It will also depend on your level of the game and your sever. But, if grouping is critical to your enjoyment of EQ, you need to be prepared for the reality that EVERQUEST IS A TOP HEAVY GAME. It's been around a long time and there are a lot of people with high level characters. There are people playing at all levels, but the most important thing you can do is to know where the current hot zones are. Go to the ones for your level and you will likely see people there.
- Do I need a guild? No, you don't need anything in EverQuest except your sense of adventure. But, for most of us, it adds a lot. Choosing a guild is one of the more important choices you will make in EQ. Sure, you can always move on, but after so many times of doing so, that becomes undesirable and noted. The keys to a guild for you, are matching what you want out of the game with what that guild provides. If you are an explorer, join one of the few old timers guilds that just love the lore of Norrath and keep exploring. If you like to have access to groups all the time to grind quickly, then find a guild that is well spread through the levels and has a focused player base. Hardcore raiding is something that won't happen until you're already familiar with how EQ works, so don't worry about it. Yes, this can be a daunting choice, but don't be afraid to seek out those people and ask if you might group with some of them to learn more about the guild. You'll hear no, but sometimes you will also hear yes. That alone will tell you a lot.
- You have a lot of learning ahead of you. EverQuest has a lot of systems and quirks that are like no other game. But, the essence of the game is simple. It's only the execution that can be more difficult. You will not be led by the hand here. You will be confused at times. You will get lost. You will die while lost. You will die while getting back to where you got lost. BUT... there are a lot of tools now that will help you with all these problems. There are online sites that help you decipher any quests that confuse you. You can get a full package of maps of every area in the game (lots of high traffic areas already have a basic map), with tons of details. You can buy a stone in the guild lobby to summon your body there and not have to run. More than likely there is more than 1 cleric standing around that can rez you also. The point is, EverQuest asks you to participate much more than other games. Be prepared for that. Don't be afraid to read the other guides here even if they don't appear to have anything of interest to you.
- If you are ever truly confused, do a /who all 80 classname and ask a few people for assistance with your questions. You'll find a helpful person. You will also want to do some reading about EQ and your chosen class and spells. On the same page as this guide are tons of great links to answer more questions than you will have in your lifetime.
Good luck, and welcome to Norrath! Mandaar Lifestone
80 Cleric
Guild Leader, Appotus Dominus