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#Post#: 578--------------------------------------------------
Brek Fist's AEQ Class Tier List: Level 51 and Beyond
By: Dolmir Date: February 16, 2019, 8:44 pm
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Introduction
This tier list is:
[list]
[li]Intended to describe the relative power level of classes at
level 51 with about 100 AA points and top-quality gear.[/li]
[li]My opinion alone: I did not consult with others for my
research. I have only studied information available to me and
the behavior of others.[/li]
[li]Subject to changes as new information becomes available to
me and as items, spells, and skills change.[/li]
[/list]
It is not intended to be:
[list]
[li]A criticism of anyone's class selection. Please don't take
it personally if I say your favorite class is not performing
well compared to others.[/li]
[li]A tirade against the developers of AEQ. I believe most of
the issues are inherent to stock EQEmu and I don't hold anyone
accountable for issues of class balance that have taken me
months to fully appreciate.[/li]
[/list]
S Tier
These classes are so good that they overshadow the intended
strengths of multiple other classes.
Mage
Mage pet DPS is comparable to most Melee DPS characters and the
Mage itself can provide some utility with resist debuffs and
some extra damage with nukes. This combination of magic and
physical damage output makes it very resilient to circumstances
that ordinarily limit DPS output of a character (high resists or
melee mitigation). Mage is low on utility but the damage output
and resilience to defense is so far ahead of everything else
that it is my pick as the premier DPS class.
Shaman
Slow has always been hideously overpowered in all flavors of
Everquest that I have experienced and AEQ is no exception. Slow
single-handedly transforms large swathes of content from
manageable-but-taxing to basically trivial. While Shaman is not
the only class with access to slows, it is by far the best at
it, slowing at an incredible rate of 75% and doing so at instant
speed and no mana cost. On top of this, Shaman is a fine healer,
can do some damage when the group calls for it, and can take
hits nearly as well as tank classes.
A Tier
These classes are better than most but not by so much that they
warp the game. You don't need to have one of these in your group
but they tend to make things smoother.
Cleric
True to normal EQ, this class has the best healing potential and
good buffs. Not much else to say really. Pacify is also a very
good mechanic.
Necromancer
Necromancer pet DPS is comparable to Mage pet but I haven't seen
it do enough damage to warrant an S-Rating by itself.
Necromancer damage is also nothing to scoff at except that the
damage inherently suffers from high damage output of other
characters. Damage over time is not in a good place right now
due to the time it takes to kill an exp mob. Necromancer can
also supply some serious utility for a group in the form of
significantly buffed twitch spells but this is generally not
that much of a draw thanks to the amount of mana regeneration
available to other classes.
Wizard
I have seen Wizards produce really good damage numbers and the
factors that might hold them back from full potential aren't
much of an issue in AEQ: mana regeneration is plentiful and
pulling aggro with a large nuke doesn't punish the Wizard very
much because of how damage mitigation seems to be working at the
moment. Sadly, their damage is really dependent on the spell
resistance of the target: against enemies that frequently resist
their nukes they suffer a lot. If the Wizard could fight well
against resistant enemies or they provided just a bit of utility
to the group then they could earn a spot in S Tier along with
Mages.
B Tier
These classes are fine but not spectacular. You usually aren't
sad to see one in your group but usually you can make a case for
improving the group by changing one out for an A- or S- tier
class.
Berserker
Berserker does decent damage but more importantly, generates
threat at a very high rate and has good physical damage
mitigation. Also, a substantial fraction of their damage is not
physical, so they don't suffer as much as one might think when
slowed or attacking enemies with high damage mitigation (not
that we have seen this very much).
Paladin
Paladin threat generation is almost as high as Berserker and
their damage is a bit better than Shadowknights. A slight edge
in physical damage mitigation over Shaman, Berserker, and Cleric
is enough to earn a spot in B-Tier. In addition, the Paladin HP
buff is always welcome. Also does pretty good damage against
undead.
Rogue
I have been impressed recently by Rogue DPS but similar to the
Wizard, their damage is fragile in that it only comes from
Melee. Lack of diversity of damage options keeps them down and
they provide only minimal utility to the group.
Warrior
I believe that Warrior has the best physical damage mitigation
but that rarely matters. The real reason Warriors rise above C
Tier is that they actually do a pretty good amount of damage
while tanking. Unfortunately, they also are dependent on
endurance and are totally unable to relieve this constraint at
the moment due to a near-complete lack of endurance regeneration
spells or items. If you are grouped with a Warrior, expect most
of your "meditation" breaks to be necessitated by the Warrior's
available Endurance.
C Tier
These classes are ok, but they rarely compete with the
higher-tier classes.
Beastlord
Basically a bad Mage. If you don't have a Shaman for some reason
the ability to slow might come in handy but just group with a
Shaman and upgrade your Beastlords to Mages.
Enchanter
This is one I can be really wrong about because I have never
actually observed someone put full effort behind making this
class work but my impression of this class is that it really
lacks enough charm targets to be close to good at DPS. Mesmerize
is totally unnecessary when a Shaman is in the group and I doubt
it works most of the time you would want it to. There are many
Enchanter buff bots but no one actually playing it on the
server, and I think that neglect is deserved. Even the improved
haste spell available to Enchanters compared to Shamans barely
matters due to the haste cap and easily available item haste.
Monk
Monk does ok damage but not as much as the Rogue and suffers
from many of the same problems. In rare instances it is useful
to split pull with Feign Death and because of this Monk escapes
F Tier but these situations are not frequent enough to pull Monk
out of C Tier. I for one am glad that Feign Death is usually not
needed to pull because the mechanic is available to so few
classes that it would create a very different but perhaps worse
class diversity problem than the ones we already experience.
Ranger
Ranger does enough damage to keep up with, but rarely surpass
other melee DPS but at range. This presents an interesting
option but the raw numbers are not high enough for me to really
elevate the Ranger to the same level as a Wizard or even a
Rogue. Ranger tanking could be as good as Berserker tanking but
I don't see how the Ranger could maintain the damage output when
the bow is not an option.
Shadowknight
Shadowknight seems to fall short of the Paladin in both threat
generation and overall damage while being equal in damage
mitigation. While Shadowknight is perhaps more useful than the
other classes in C Tier, being a worse version of another class
makes it easy for me to put it in a lower tier.
F Tier
These classes are in a truly sad state. There is almost never a
situation that calls for their specific combination of abilities
over those of another class.
Bard
Considering the value of crowd control and the availability of
haste spells and items in general, the Bard doesn't have much to
offer other than its direct damage output (which has always been
awful) and the mana regeneration song. The combination of these
things is not enough to make the Bard more effective than just
putting another real DPS character in the group. Bard is also in
a tough spot mechanically due to the current server policy of
2-box limit and no automation. It is really hard for me to
imagine a player really getting the most out of a Bard while
2-boxing.
Druid
Druid is mostly a bad Shaman. A couple of good buff spells and
teleportation doesn't help their cause much: like the Enchanter
they mostly just appear for a short time before the action
begins and then go back to gfay to assist the next round of
adventurers.
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