best solo class eq2 so far?

Everquest 1 & 2 Discussions

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Postby Tanatus » Mon Dec 06, 2004 11:36 am

Solo exp in game suck donkey balls ... Here is a score...
I am playing lvl 26 coercer (pretty much top end gear and spell most adepts some master). I can solo easy green ++ and with some luck and a lot patience I can solo blue ++. Orange and yellow marked solo not even remotely chellenging because kiting in EQ2 easy and safe (assuming you have enouth space to do it). Well let me tell you next thing - soloing all day long orange/yellow cons (green ++ and blue ++ regard great exp per kill take forever to kill and cause minor downtime) I can probably if I really push score around 10%-12% per hour. With good group in Varsoon I can easy score 30-35% per hour fighting red + and red ++
But from what I have seen - best solo classes is priests I seen inquisitors able solo blue ++ skells at lvl 25
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Necro

Postby Mhila » Tue Dec 07, 2004 1:33 am

At level 23 My necro can solo some ^^Blue mobs. I haven't found a ^^ Green I couldn't solo with power to spare however I have very good gear for my level in comparison to all the other casters I've seen on my server outside of my guild... I generally solo Nektulos forest yellow and orange solo mobs while LFG. I'll have to rest a bit every other yellow mob or so but anything white/solo con or lower I can pretty much chain pull with my pet spider.

Qualifying statement though, With a lesser spellbook, I'd probably get my ass handed to me trying to solo where I do... I have both my adept 1 Spider and Grim Pets, Earthly Brand, Essense Shift, Petrify, Seism, Bludgeoning Earth all Adept 1. I also have Invisibility (Master 1). Nothing else in my spellbook is lower then app III.

So I aug my pet, sick him on the mob, stack 2 Adept 1 DoT's on it, Stack an App III DoT on top of that then pop my HO key and nuke the mob for 50ish followed by a 100+ HO nuke to finish it off. I can normally finish off a yellow con mob with 45-50% Power left, cast Essence Shift once which gets me back to full in about 3 ticks and I'm back to pulling...

It took me about an hour soloing in Nekt to get the last two orange bubs to ding 23 and I was harvesting tradeskill components between mobs...

For Soloing Necro > All

But thats just my opinion
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Postby Tanatus » Wed Dec 08, 2004 12:20 pm

Actually I have seen reports for higher lvl soloing and so far
Guardian >>>> every other class in game
Guardians solo at lvl 29 blue ++ mobs none stop with ~60% power to burn and only 20% health loss...
At lvl 28 as a coercer I can solo blue ++ but its by no mean easy nor productive I rather kill 2-3 yellow (solo) during same time frame
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Postby Tossica » Wed Dec 08, 2004 12:26 pm

Mhila, what's the benefit of using the spider pet over the skellies?
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Postby Tanatus » Wed Dec 08, 2004 12:31 pm

Toss Adept 3 spider is much better tank then skeleton - plus skell is a caster pet and spider is tank
Here is progression
App - beetle, Adp - spider , Mst - golem
App - skelton, Adp - zombie, Mst - ?
At lvl 24 you'll get new tank pet
I was consider at some point what to pick coercer or necro and decide that I like DPS of charmed pet more then /ooc necro lfg (already 4 hours .... anyone?)
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Postby runamonk » Wed Dec 08, 2004 12:52 pm

The spider pets are awesome. I was duoing with a necro with his spider pet and letting it keep most of the aggro and that little sucker is beefy. I mean it would still have 90% of his hp after soloing bears and such. So we just plowed through those the other night and only had to occasionally stop so one of us could regen a little power. Very impressive pets.

Most of the stuff we were pulling were just yellow or white. ;)
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Postby Tossica » Wed Dec 08, 2004 1:07 pm

So, I have AppII skellie or AppII beetle. Which should I be using?
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Postby Donnel » Wed Dec 08, 2004 1:18 pm

If you are soloing, prolly the beetle so it can be your tank. If you are in a group, prolly the skelllie as it's higher dps with its spells.
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Postby Goose_Man » Wed Dec 08, 2004 4:37 pm

As a 23 guardian with over 1230ac un-buffed I am pretty much a solo king. Reason being, anything that doesn’t have a ^^ to it can’t hit me for shit and if they do it’s once in a blue moon. If it does have ^^ it better be more than blue to me or else its taking a dirt nap.

I take out groups of 3-4 blue mobs and lose at the most 2 bubs of health and about 50% ish of my power.

Solo yellow mobs are a walk in the park.

I don’t do sick ass dmg but I can take a punch.
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Postby Mhila » Thu Dec 09, 2004 6:26 pm

Tossica wrote:Mhila, what's the benefit of using the spider pet over the skellies?


Exactly what everyone else has already said:) the spell system in EQ2 seems to be a bit more complicated in EQ2 then it was in EQ1. Getting a new spell at level 20, your grim, doesn't exactly make it a better pet then your spider or beetle. Now rather then just scribing the upgrade and saying screw the old spell you have to figure out what the "upgrade" is actually good for and use it in the right situation. Your beetle/spider is a tank. The grim is a Caster. If your soloing your spider can hold agro off of you and take a heck of a pounding while you kick back nuke, DoT and Heal. The Grim on the other hand does fantastic DPS to the point where at times, I think he out DPS's me. However, the grim has fantastic DPS but he takes a hit like a wet paper sack. I don't think I can heal fast enough to keep the grim alive if he ever pulled agro off the groups tank.

One of the tactics that I've started using recently which seems to work out well in the groups I XP with is to never heal my pet. If he gets hit a few times and is close to death I lich his Health away to make power for myself and when he's a tick or two from dying I start casting a new pet. About the time he dies from me sucking the life out of him, my new pet will pop up fully healed and ready to lay waste. It costs a lot less power to cast a new pet then it does to heal the old one... I wouldn't recommend doing this while soloing but it works great in groups.

I have actually used my spider pet to tank for an all caster group before. I let teh spider tank the mob down half a bub of life then everyone in the group just timed thier casts to not go too terribly fast. Mobs dropped like a ton of bricks and once everyone figured out thier limits, we didn't pull agro off the spider again.
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