Berserker- Pure melee class. Don't be afraid to try several classes before choosing one. Difficulty: Easy Go to the ones for your level and you will likely see people there. 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. Has the ability to sneak unseen past all but the most vigilant creature. They are: {{classicons The classes can be grouped into those that share similar characteristics that allow them to play certain types of roles within the game when grouped with others. Shaman- Shamans are THE most difficult class to summarize in the game. If you want to succeed in a group or solo, and have a bit of every ability in the game, this class is for you. A priest of nature who provides strong healing, damaging, and/or support magic, according to the situation. Ranger - May be Halfling, Half Elf, Human, Wood Elf. Required to raid. There are always exceptions. Eventually your stats will get so high the little difference won't be relevant. Enchanters are somewhat focus effect dependant. No false promises, that's the way it is. Take all the stamina you can. If you cannot BEAR the simplicity, put 5 in strength or something. If you like being able to go anywhere, be self-sufficient, and yet be in high demand as a puller, this class is for you. In an emergency, can use Harm Touch to devastate a single foe. You'll find a helpful person. With the addition of snare, they can solo almost anything outdoors that doesn't summon. One way of grouping classes is described below. Enchanter- THE crowd control class of Everquest using a variety of mesmerize, stun, and charm spells. If you enjoy a mostly self-sufficient class with tons of toys and great pets, this class may be for you. Just please keep it in mind as you travel about any populated areas. Beastlord- Part Shaman, part monk. If you like the idea of wielding a huge axe and doing big damage while your fury affects those around you, this class may fit you. Upsides:  Lots of utility. Magician- Mages are the masters of conjuration. You can buy a stone in the guild lobby to summon your body there and not have to run. They also have a bewildering array of things they can summon from invisibility stones, levitation rings, to full sets of armor and pet weapons. Good at getting out of bad situations outdoors. Enchanters have one of the most highly coveted buffs in the game, mana regeneration. If you are concerned about being a human pack mule due to a very low strength, take 5 in strength. Beastlords have moderate to low skills in melee, casting, and healing. Upsides:  You will always have a group if you want it. Don't be afraid to read the other guides here even if they don't appear to have anything of interest to you. Downsides:  Sometimes people feel they MUST have a cleric for their group when a druid would suit just fine. Monks have a variety of disciplines such as feign death, mend, intimidate, and even mesmerize and snare in later levels that make them a significantly different playing experience from the other pure melee classes. EQ2 employs a traditional "holy trinity" role model where a full group makeup consists of at least one Tank, one Healer and at least one Damage. Don't take 5 str. But, I recommend just pumping that health. If I'm making this boring it's intentional. If you like the idea of walking into a room of hostiles and locking it down, turning wipes into wins, and controlling … Difficulty:  Easy The purpose of this article is to give some reasons for and against choosing to play particular classes, depending on what the player wants to do in-game. Four classes are pure melee, and cannot cast any spells. But, you'll be matching your hitpoints up against the mobs in the early levels. The fundamental tank. The result is a class that can solo effectively and a solid outdoor puller. HP > all at low levels. The master of attacking from stealth and the back. There are people playing at all levels, but the most important thing you can do is to know where the current hot zones are. That means it's going to want to hit you. Can you see this coming? Upsides:  You will not be challenged in burst dps for a long time. Imagine any scenario, a bard can make it work. Mages own the best variety of pets in the game. Your health is not only your life, but in late levels, the life of your group. Necromancer - May be Dark Elf, Erudite, Gnome, Iksar, Human. The only class that can pursue alchemy. Agility is important early on to monks. Dexterity - Determines your skills with weapons. In the end game, they will be weapon dependent. If you wanted every edge on charming later, you could put some in charisma but this would be really a reach. They are: The classes can be grouped into those that share similar characteristics that allow them to play certain types of roles within the game when grouped with others. 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. Enchanters are somewhat focus effect dependant. Add in Feign death, and you have a class that can fill in as a tank or a puller. Take agility if the others aren't satisfying for your last 5. The best class for making emergencies easy to handle, and for enabling allied spellcasters to deal more damage. Shadowknights are also exceptional tanks in regular group situations due to their instant aggro abilities and their lifetaps which mitigate damage. With a team of extremely dedicated and quality lecturers, everquest class guide will not only be a place to share knowledge but also to help students get inspired to explore and discover many creative ideas from themselves. Four classes are pure melee, and cannot cast any spells. Same as cleric. That's a question that differs from person to person. Necromancer- The master of death and decay. Enchanters can solo, but they are strongly desired in groups. Rogue- Pure melee class. But, early differences are irrelevant later in the game when gear overwhelms them. Feel secure that your playing experience will not be impaired by anything you choose. Much of this will not be in the official listing. That said, here's a summary to help you choose a class. Wizards turn mana into fast paced bursts of doom. Upsides:  Can solo well and are very versatile. Not a soloist of note until very high level when they become very powerful. In the early levels, you are no different than any other primary melee. Shamans CAN solo well, but are in such high demand for groups, they often won't bother. You're going to get hit a lot as an enchanter. * Most classes can be Drakkin, so I will not list them here. Poor solo class. Also provides strong healing, has a decent pet, and deals decent damage with spells when no healing or support is currently needed. But, it will matter some in the early stages. You can take 5 strength instead if you're a weak race and hate running back and forth. That's it. It must be noted that there isn't a single overall "best dps" class, as depending on many factors which vary from one encounter to another (such as the enemy's armor, its positioning, and its magic resistance), one among Berserkers, Rogues, or Wizards may be the better dealer than the other two in a specific instance. Intelligence - Determines the starting mana for Bards, Enchanters, Magicians, Necromancers, Shadowknights, and Wizards. You will not solo very well until high level when you become very powerful. Okay, got all that? 1. 3. But, the good ones are pampered. Take 25 stamina and 5 agility or strength.