Character Class choice

Started 30 Jan 2019
by Dmbob
in Hibernia
Hello everyone, I just discovered this site and decided to try it.
I played DAOC when I came out millions of years ago in the distant 2001 and I played for several years.
But now I have not played for about 14 years, so I've forgotten most things.
I had thought about making a caster on Hib and I wanted to ask you some advice.
I remember very well that leveling with some classes was definitely more complicated than others. In addition there is always difference between "strength" of the pg in PVE and PVP. So, I played an Eldrich in the 2005 and I liked it. I like to play direct dps classes.
I also remember that Enchanter and Mentalis were in demand in PVE to farm exp but then in PVP they suffered a bit.
Now I ask to the experts to give me a hand in deciding, also because after 14 years I think that some classes will be changed / balanced.
Thank you all and sorry for my bad english
Wed 30 Jan 2019 1:24 PM by Mousline
Dmbob wrote:
Wed 30 Jan 2019 9:57 AM
Hello everyone, I just discovered this site and decided to try it.
I played DAOC when I came out millions of years ago in the distant 2001 and I played for several years.
But now I have not played for about 14 years, so I've forgotten most things.
I had thought about making a caster on Hib and I wanted to ask you some advice.
I remember very well that leveling with some classes was definitely more complicated than others. In addition there is always difference between "strength" of the pg in PVE and PVP. So, I played an Eldrich in the 2005 and I liked it. I like to play direct dps classes.
I also remember that Enchanter and Mentalis were in demand in PVE to farm exp but then in PVP they suffered a bit.
Now I ask to the experts to give me a hand in deciding, also because after 14 years I think that some classes will be changed / balanced.
Thank you all and sorry for my bad english

Hi and welcome back!

PvE has been changed on this server to make it easier than the classic DAoC leveling experience you had in 2005. It is not going to take you 2 hours to reach cap but it won't take you 6 months either unless you play 30 minutes a day.

With all of this said Enchanter/Ment are definitely the better PvE classes but Eldritchs are just fine and are in decent demand because the best way to level up are bomb groups (aoe classes that pull a lot of mobs and just aoe them all down)

Quick overview of the 3 classes.

Eldritch :

PvE - You'll want to go Mana for group PvE and Light or Void for soloing. Light is more of a DD oriented spec and Void are bolts, with either of those specs put remaining points in Mana for disease/snare DD for help in kiting mobs.

PvP - Eldritchs are very useful in the form of high damage/disease and nearsight and you can't go wrong with them.. Disease/Nearsight are probably in the top 3-4 of best abilities in the game for PvP.

Enchanter :

PvE : This is 100% in the top 3 of best PvE classes for Hibernia. This class has a pet and can focus pull with it. It also has an AoE for group play and is in high demand just like Eldritchs due to bomb groups being the best way to level currently. Solo they are also very good. I'm also not sure if debuffing your own damage works in PvE but I don't see why not so that's a +

PvP - Enchanters are also very useful and in high demand since as stated above they can debuff their own damage (and their friend's damage Eldritchs/Ments(??). They also have a pet for interrupts which is great. Can't go wrong with this class.

Mentalist :

PvE : Also in the top 3 of best PvE classes IMO. Mana spec is the PoM or Power regen which means every group will need atleast one + they have a nasty HoT that doesn't take aggro so there's why for group play you'll be a god. For solo I don't have much experience with them but i'm fairly certain that their AoE DoT spec is very viable... You pull a ton of mobs AoE Dot them and just kite until they're all dead. You can also heal yourself and have a single target stun/mezz and can have a charmed pet.

PvP : Now this is not a class i've personally played so I don't know as much as others about them but I know they are very good in a group. They have demezz which is very important and can support heal/stun/mezz and have good damage. Since I don't know much more than that about them I won't say anything to give you false information.


In conclusion you can't really go wrong with all 3 classes since they are all very good and needed. If you have any additional questions feel free to ask and good luck!
Wed 30 Jan 2019 5:16 PM by Dmbob
Tnx so much for help! Do you have some nice spec build for the various activities? Like pve exp, rvr ecc.?
Wed 30 Jan 2019 7:38 PM by opossum12
Dmbob wrote:
Wed 30 Jan 2019 5:16 PM
Tnx so much for help! Do you have some nice spec build for the various activities? Like pve exp, rvr ecc.?

Eldritch :

Full light : 46 Light / 28 Mana -> good when you are a solo Eldritch in a tank group. Also good for solo / smallman play.
Light #2 : 40 Light / 36 mana -> When you want a better pbae to clear pets, still have red NS
Tri/void : 32 Light / 28 mana / 33 void -> When you want to debuff for an animist (Body) but still keep the utility.

Enchanter :
debuffer (mana) : 49 mana / 22 light
Light : 46 light / 27 mana

Mentalist :

46 light / 28 Mentalism (only viable spec)
* your last spec nuke is at 45 Light, but the charm resist chance is based on composite light spec, so higher light = less resists.

For the mentalist, you have 2 rolls ; 1. get deathblows 2. demezz ppl

For point #2, the mentalist charm is the same mechanic as the Minstrel charm, it breaks all cc when the pet is "released". How you use it is you charm a pet (ideally a pet that won't mezz you when it aggros you) and keep it on passive next to you. When you get rooted/snared/mezzed, you hit "release", the pet will remove all the cc affecting it, will come back to punch you (and thus clearing your cc), then the charm will pulse again and recharm your pet. You put your pet back on passive; you are cc immune.

Being an un'ccable demezzer is quite strong. However your role is limited to that, nuke people and demezz your group.
Wed 30 Jan 2019 7:46 PM by Dmbob
opossum12 wrote:
Wed 30 Jan 2019 7:38 PM
Dmbob wrote:
Wed 30 Jan 2019 5:16 PM
Tnx so much for help! Do you have some nice spec build for the various activities? Like pve exp, rvr ecc.?

Eldritch :

Full light : 46 Light / 28 Mana -> good when you are a solo Eldritch in a tank group. Also good for solo / smallman play.
Light #2 : 40 Light / 36 mana -> When you want a better pbae to clear pets, still have red NS
Tri/void : 32 Light / 28 mana / 33 void -> When you want to debuff for an animist (Body) but still keep the utility.

Enchanter :
debuffer (mana) : 49 mana / 22 light
Light : 46 light / 27 mana

Mentalist :

46 light / 28 Mentalism (only viable spec)
* your last spec nuke is at 45 Light, but the charm resist chance is based on composite light spec, so higher light = less resists.

For the mentalist, you have 2 rolls ; 1. get deathblows 2. demezz ppl

For point #2, the mentalist charm is the same mechanic as the Minstrel charm, it breaks all cc when the pet is "released". How you use it is you charm a pet (ideally a pet that won't mezz you when it aggros you) and keep it on passive next to you. When you get rooted/snared/mezzed, you hit "release", the pet will remove all the cc affecting it, will come back to punch you (and thus clearing your cc), then the charm will pulse again and recharm your pet. You put your pet back on passive; you are cc immune.

Being an un'ccable demezzer is quite strong. However your role is limited to that, nuke people and demezz your group.

Tnx again for help! These specs are for rvr only right? Something for leveling?
Wed 30 Jan 2019 7:58 PM by opossum12
Dmbob wrote:
Wed 30 Jan 2019 7:46 PM
opossum12 wrote:
Wed 30 Jan 2019 7:38 PM
Dmbob wrote:
Wed 30 Jan 2019 5:16 PM
Tnx so much for help! Do you have some nice spec build for the various activities? Like pve exp, rvr ecc.?

Eldritch :

Full light : 46 Light / 28 Mana -> good when you are a solo Eldritch in a tank group. Also good for solo / smallman play.
Light #2 : 40 Light / 36 mana -> When you want a better pbae to clear pets, still have red NS
Tri/void : 32 Light / 28 mana / 33 void -> When you want to debuff for an animist (Body) but still keep the utility.

Enchanter :
debuffer (mana) : 49 mana / 22 light
Light : 46 light / 27 mana

Mentalist :

46 light / 28 Mentalism (only viable spec)
* your last spec nuke is at 45 Light, but the charm resist chance is based on composite light spec, so higher light = less resists.

For the mentalist, you have 2 rolls ; 1. get deathblows 2. demezz ppl

For point #2, the mentalist charm is the same mechanic as the Minstrel charm, it breaks all cc when the pet is "released". How you use it is you charm a pet (ideally a pet that won't mezz you when it aggros you) and keep it on passive next to you. When you get rooted/snared/mezzed, you hit "release", the pet will remove all the cc affecting it, will come back to punch you (and thus clearing your cc), then the charm will pulse again and recharm your pet. You put your pet back on passive; you are cc immune.

Being an un'ccable demezzer is quite strong. However your role is limited to that, nuke people and demezz your group.

Tnx again for help! These specs are for rvr only right? Something for leveling?

For leveling :

Eld solo : Void
Eld group : mana (pbae)
Chanter solo and group : mana
Ment solo and group : mana
Wed 30 Jan 2019 8:53 PM by Nevsky
I actually prefer light mentalist pve a lot of times whenever i get an upated specline dd. A lot of times mobs arent stacked enough to AE dot so youre stuck kill8ng one at a time anyway. But yes mana is still technically better especially in groups but im too lazy to kite around.

Rvr u want 28 ment for the demezz minimum. Now the catch is in a BG like Caledonia, mentalism is by far better than light because at lvl 34 the spec dd is similar dmg to the baseline dd and your charm is not high enough to turn skeles and ghosts. Meaning it offers nothing useful you cant have through baseline skills. Ment will offer you the higher level mez and a gnarly heal.
Wed 30 Jan 2019 11:01 PM by Dmbob
Tnx guys for the help, now the hard part: choose the class.
I would a nice class good for pve and rvr without too many spec changes to be competitive, and of course not too complicated to exp.
i don't have too much experience for choosing
Thu 31 Jan 2019 12:06 AM by opossum12
Dmbob wrote:
Wed 30 Jan 2019 11:01 PM
Tnx guys for the help, now the hard part: choose the class.
I would a nice class good for pve and rvr without too many spec changes to be competitive, and of course not too complicated to exp.
i don't have too much experience for choosing

In pve (easiest to most difficult)
Eld -> ment -> chanter (none of them are difficult to playnin pve, but the chanter has to manage his pet in focus pulling).

In rvr:
Ment -> chanter -> eld
Eld has most responsibility with NS, stat debuffs, disease and nuking whilethe enchanter will usually be MA. Ment just runs around collecting deathblows
Thu 31 Jan 2019 7:52 AM by Dmbob
Ok it's all clear now. Tnx so much for help!
Thu 31 Jan 2019 8:31 AM by rubaduck
You'll hear a LOT of answers on this. Min/maxers will say yes and I agree that in a perfect setup with perfect play, it does matter. But on the other hand, comparing Elf to Lurikeen to Celt on a mentalist you won't see a lot of difference. Elf will have higher con, luri higher dex and celt have equal stats and can be formed much more to your own advantage.

Pick what you like, just make the character short to make them harder to click and see.
Thu 31 Jan 2019 1:14 PM by dudis
rubaduck wrote:
Thu 31 Jan 2019 8:31 AM
You'll hear a LOT of answers on this. Min/maxers will say yes and I agree that in a perfect setup with perfect play, it does matter. But on the other hand, comparing Elf to Lurikeen to Celt on a mentalist you won't see a lot of difference. Elf will have higher con, luri higher dex and celt have equal stats and can be formed much more to your own advantage.

Pick what you like, just make the character short to make them harder to click and see.

This isn't really true tbh.

If you dont like Luris, then Elf is the only viable option for a Mentalist. You may say its nitpicking but the fact is that you ARE gimping yourself by going celt. I mean, would you run a template with only 55 dex if you had the option to go the full 75?

What you also forget is that having faster castingtimes and animations makes playing much smoother and more fun.
Thu 31 Jan 2019 1:37 PM by Koljar
You didn't get the part about the min/maxing that ruba talked about.

Also: Would you leave out 20 con (and basically str that you don't even imbue so in other words: 40 stat points) for a lurikeen when making an SC? Propably not...
Thu 31 Jan 2019 1:39 PM by rubaduck
dudis wrote:
Thu 31 Jan 2019 1:14 PM
rubaduck wrote:
Thu 31 Jan 2019 8:31 AM
You'll hear a LOT of answers on this. Min/maxers will say yes and I agree that in a perfect setup with perfect play, it does matter. But on the other hand, comparing Elf to Lurikeen to Celt on a mentalist you won't see a lot of difference. Elf will have higher con, luri higher dex and celt have equal stats and can be formed much more to your own advantage.

Pick what you like, just make the character short to make them harder to click and see.

This isn't really true tbh.

If you dont like Luris, then Elf is the only viable option for a Mentalist. You may say its nitpicking but the fact is that you ARE gimping yourself by going celt. I mean, would you run a template with only 55 dex if you had the option to go the full 75?

What you also forget is that having faster castingtimes and animations makes playing much smoother and more fun.

It won't be optimal, I'll agree to that but as I said min/maxing = yes it will matter, but other then that no it won't. You can be just as successful with a celt as with a luri or an elf. It is a matter of taste, and for some roleplaying is more important then min maxing.
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